I remember purchasing Septerra Core for the first time back in 2002. It was the first JRPG (even though it was developed by an american studio) that I had ever played. I was eleven years old and had no experience with titles of this genre. After a couple of hours trying to find my way around the first levels of the game, I returned the disc to the store out of frustration with its mechanics and difficulty. Regardless, Septerra's characters and world made an impression on me in an enduring fashion. A year later, I ended up buying the game for another attempt, and this time I played and pushed through until its end. Despite the flaws that annoyed me quite a bit, I still considered this one of my favorite games back in the day. Now, two decades onward, I booted it up to evaluate how well it aged in comparison to modern titles. Frankly, my opinions about it haven't really changed, so let's see why. Looking at its graphics, Septerra heavily resembles the JRPGs released for the Playstation 1. Characters and NPCs are all made of 2D animated sprites and move around static scenarios in an isometric perspective, and key occurrences are presented by the occasional pre-rendered cutscene. At the time, the visuals here were pretty nice, I'd say, although the game's resolution might be a bit low even for the standards of the day. Most major characters are nicely designed with distinct forms and aesthetics, but ordinary NPC and enemy models are frequently recycled with alternate colors. The larger bosses tend to be unique in their appearances, at least. However, the limited resolution and technical shortcomings of the game tend to restrict the scope of the events shown on screen. My take is that the camera seems "zoomed in", in a way. You won't get to gaze at expansive landscapes, nor face monumental creatures, unfortunately. In a superficial analysis, the world of Septerra is perhaps its most striking feature. I don't think there's anything quite like this setting in any other game released to date. The planet is composed of seven superimposed layers that rotate around a core structure, with each one possessing its own continents. Nations, factions and tribes are spread across these layers, and they are all in different states of societal, cultural and technological development. An important aspect of the lore is the existence throughout the planet of multiple species of large bony animals called Helgaks. They all have the capability to float in the air and are raised and herded by the peoples of Septerra, who use their carcasses in the manufacturing of biomechanical flying ships. It's a science-fantasy story, with magic and advanced technology closely intertwined to the energy produced by the clockwork mechanisms that keep the whole world alive and rotating. It is this unique setting that made me admire this game so much, because its gameplay can be quite problematic. To add a quick side note, I must commend the voice actors of this game, who managed to bring the protagonists and main villains of the story to life in a very talented way, especially when you regard the limitations of the time. Voice work like this wasn't common in JRPGs back then. Not all characters are nicely portrayed, though. Most minor NPCs were probably voiced by the devs themselves. Now, speaking of mechanics, the system here is pretty similar to those of the JRPGs of that era. Most of the time, players will pick a party of three combatants out of nine available guys. You get to explore different towns to talk to NPCs, advance the story and purchase equipment and consumable items to face the game's dungeons. The adventure is largely linear, but some minor secondary quests can be taken and completed, especially when the stereotypical airship is unlocked in the second half of the game. Battles are all turn-based, structured around the management of ATB bars — one for each party member —, which are divided in three segments. Regardless of how many segments are filled, only a single action can be performed at a time by the character, be it a physical attack, a spell or the usage of an item. Two or three segments of the bar can be accumulated to either increase the damage of your attack or spellcast, or unlock advanced special moves. The magic system deserves special mention. It's based on unique cards that cast a single spell when used individually, like an elemental attack or a buff. They can be combined, though, by two or three characters to produce special effects. Summoning deities is done this way, and their attacks can be quite effective. Mana is displayed in a single bar and shared by all party members. Some guys are more magically inclined and will cast more potent spells — they'll also offer more points to the team's mana pool. Honestly, you'll end up using these spell-minded folks to play most levels, because casting magic is of great importance to save time in this game, and you will definitely have the desire to save time while playing Septerra Core. My only gripe with this system is that the cards must be found as you advance in the campaign, and some of the most useful ones only show up at its final stretches. Overall, it all sounds fine and dandy in theory, but here is where the pain begins. All combat encounters drag for an unnecessary amount of time. Common animations are morose and cannot be skipped. Summoning deities requires at least two characters' bars — their grandiose animations also cannot be skipped. ATB bars take too long to fill up, and certain party members, like the robot dog, are simply unbearable to use due to their sluggishness. Running away from battles doesn't work most of the time. Ordinary enemies have too much health and interrupt you constantly with their attacks. They also frequently appear is groups of three or four. And my fucking God, the godamn misses. You will miss your attacks constantly, like, a lot . I cannot stress this enough: missing your actions in this game is extremely common, regardless of your levels and equipment. Given the fact that most dungeons, especially those in the second half of the game, are quite labyrinthine in nature and choke-full of enemies, all the missed moves and slow battles will quickly make trudging through them an irritating chore. Another minor issue relates to the story. Even though I like the protagonists and the plot of Septerra Core, their escapades over the course of the game can be rather frustrating. Maya, the main heroine, is a likeable, benevolent, courageous and intelligent person, but she's awfully unlucky in her quest. She often finds herself on a mission to complete an objective, but her efforts are repeatedly thwarted by the main villains, despite the assistance of her comrades. It's a cycle that repeats itself constantly, and sometimes we get this impression that progress isn't being made in her struggle. I remember this part when, after a long series of arduous tasks, Maya finally obtains the first half of a supremely important artefact, only to lose it in a rather dumb encounter at the end of a dungeon. It's not a game breaking problem, but it's kinda annoying to see the story presenting so many setbacks. So, yes, judging this game is a complicated endeavor to me, considering its importance to my childhood. I'm giving it a positive review, but I believe that this is one of those titles that warrant the creation of a "neutral" recommendation tag on Steam. It's a creation of an era, and possesses many of the flaws that marked the products of those years. As I said before, the main attraction of this title is the creativity of the world of Septerra and the charm of its characters and whimsical plot. Be advised, though, that the game mechanics here are indeed quite dated. If you choose to play it, you'll be transported to 1999, and this is going to be a hardcore old school experience in all senses of the expression.
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